Alright, so i've had a mighty break through with my next level design project, and developed a really cool customizable cam system that could be used for any game!
I was thinking about how i could get this system made, and I ran some tests.
At first, I figured that if i could make two cameras and have them switch back and forth at the click of a button, that i'd be able to get my system working.
My problematic was that i didn't actually have a way to make a "button click event" strictly with Kismet (ahh gotta love limitations!), BUT i did a little bit of digging, and all it took was a slight tweak in ONE setting in the DefaultInput.ini Script, and i was ready to go!! :D
Once i chose my button binding (in this case rightclick) i was able to make it cause an event which i then named. I also realize now that the simple command "causeevent" in combination with the Kismet command "Console Event" will allow me to be able to simulate ANY future mechanics i need to make, and assign them to a buttonpress!!
My formula was simple enough. I needed for my camera to switch every time i rightclick on my mouse. I figured the easiest way to have that happen was to Toggle a Bool. When true, one camera would be the one targeting the player. When false, the other one would be it. This worked out perfectly! The only problem with this system is that the cam was twitchy, and sudden. Quite annoying to any player, to be honest. So i thought about it and took my initial cam, made a Matinee group, and set up the bool to play the animation on True, and to Reverse the Animation on false. All i did is make the first camera's end position be exactly where i had placed my second cam. The GREAT part of this is that I can use this system for any game i want, make the button be anything i want, and have the cameras be at any angle i want! 3-in-1 design WIN!! :)
| The final Camera Movement system! |
This was my final result!! As for the attaching of the initial camera, it needed to be pre-attached to the player in order for the whole system to work, and i just did a simple Attach to Actor, and i Camera Target, both using the cam as a shadow, and Player 0 as the target! Simple as pie! :)
GREAT VICTORY! HERE'S THE VIDEO OF THIS WORKING!! :)
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